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Full text of "Handheld Game Manual: Master Merlin (Parker Bros)"

Nine ALL NEW Challenging Games 



Meet MASTER MERLIN, a remarkably intelligent 
electronic wizard — and a fun-filled playmate! 

The MASTER MERLIN electronic game unit has 
9 games, with different skill levels that provide 
ever-increasing challenge. 

Try your skills in these exciting games: 

1 . THREE SHELLS (1 player). Is the hand of 
MASTER MERLIN quicker than the eye? There's 
a "pea" (blinking light) hidden under one of three 
"shells" (lights). Watch carefully as MASTER 
MERLIN shuffles them. When they stop moving, 
guess which one holds the pea! 

2. HI/LO (1 player). MASTER MERLIN is thinking 
of a number from to 99. Take a guess— MASTER 
MERLIN will tell you if your guess is higher or 
lower than the secret number. Use the HI/LO clues 
to help you find the number. 

3. MATCH IT (1 or 2 players). MASTER MERLIN 
has hidden some unique symbols. Find them, 
remember where they are, and match them! Or try 
to match more symbols than your opponent can! 

4. HIT OR MISS (1 or 2 players). Locate and 
destroy the ships MASTER MERLIN has hidden in 
as few "shots" as possible. Or find and destroy 



your opponent's ships before he or she destroys 
yours! 

5. PAIR OFF (1 or 2 players). Can your number 
beat your opponent's? Compete against MASTER 
MERLIN or another player to try to win more high 
numbers. You'll need lots of strategy— and a little 
bit of luck! 

6. TEMPO (1 player). Compose your own tunes, 
then have MASTER MERLIN play them back. 
Use a unique feature— a button that holds notes— 
to create an endless variety of music! 

7. MUSICAL LADDER (1 player). Go up and down 
the musical scale, trying to turn out groups of lights 
as quickly as MASTER MERLIN flashes them! 
Who will win this fast-moving, musical tug-of-war— 
you or MASTER MERLIN? 

8. PATTERNS (1 or 2 players). Look at a pattern 
of lights, then try to find it from among the others 
MASTER MERLIN shows you. Compete against 
an opponent and play at different skill levels to 
increase the challenge and the pace! 

9. HOT POTATO (2 or more players). MASTER 
MERLIN has chosen a number from to 99— 
and it's the "hot potato!" Try to get someone else 
to guess it! 



1 



TECHNICAL INFORMATION 
ABOUT MASTER MERLIN 

Before playing, please read this section 
carefully. 

1 . PROPER CARE. MASTER MERLIN is made of 
many delicate electronic parts. To ensure proper 
operation: 

• Never take MASTER MERLIN apart. 

• Don't drop, jolt, or get MASTER MERLIN wet. 

• Don't use a pen or pencil to press the but- 
tons; use your fingers only. 

• Press the buttons lightly; pressing hard can 
damage MASTER MERLIN. 

2. BATTERIES. MASTER MERLIN can be made 
completely portable with the use of batteries. To do 
this, you'll need 6 AA-size batteries. We strongly 
recommend that you use only alkaline batteries, as 
they will last much longer than regular carbon 
batteries. 

3. BATTERY INSTALLATION 

a. Remove the battery cover, located on the bot- 
tom of the game. To do so, place both thumbs in 
the middle and, pressing down, slide the cover 
forward about Va of an inch. Then lift the top of 
the cover toward you. 



b. Be sure that each of the silver battery clips is 
pushed all the way down. 

c. Install the batteries, alternating positive (+) 
and negative ( - ) posts as shown on the floor of 
the battery compartment. 

d. Replace the cover. To do so, do not try to slide 
it back in. First, hold the game so the speaker 
section is pointing away from you. Then hold 
the battery cover— print side up— so the word 
MASTER MERLIN is at the top. Lay the cover 
on the top of the compartment so that the 6 tabs 
fall into their slots. 

e. Press your thumbs down on the middle of the 
cover and slide it back into place. 



TO TURN THE GAME ON, SLIDE THE SMALL 
BLACK SWITCH DOWNWARD. AFTER A 
SLIGHT DELAY, MASTER MERLIN WILL 
GREET YOU WITH LIGHT AND SOUND. 



4. SIGNS OF WEAK BATTERIES. Batteries eventu- 
ally have to be replaced. Any one of the following 
signs will indicate the need for new batteries: 

• No lights flash when you turn MASTER 
MERLIN on. 

• All of the lights shine steady when you turn 
MASTER MERLIN on. 

• As you play, you hear a continuous sound. 

• As you play the keyboard doesn't respond as 
it should. 

If you ever find that MASTER MERLIN is not work- 
ing properly, you probably need new batteries. If 
any of these problems occur with new batteries, 
check to make sure that you've installed them 
correctly. 

5. AC ADAPTOR. MASTER MERLIN will operate 
on house current with most AC Adaptors which 
meet the following specifications: 

Nominal: 8.0 volt DC @ 125 milliamps 
Maximum: 9.5 volt DC @ 150 milliamps 
Minimum: 7.5 volt DC @ 100 milliamps 

However, since AC Adaptors may vary in perform- 
ance, we recommend bringing your MASTER 
MERLIN to a store to test the AC Adaptor before 
you buy it. 



If you have difficulty finding an acceptable AC 
Adaptor, you may order one from Parker Brothers 
by sending a check or money order for $8.95 to: 
Parker Brothers, P.O. Box 609, Satem, MA 01970 
OR using the convenient order form provided. 

6. RADIO FREQUENCY INTERFERENCE Since 
MASTER MERLIN uses radio frequency energy, it 
may cause interference to radio, television, or CB 
radio reception. MASTER MERLIN, however, has 
been tested and is found to comply with the appro- 
priate provisions of FCC Rules designed to provide 
reasonable protection against such interference. 
If you should have this problem, move the game 
away from the affected receiver. If the game is 
being used with an AC adaptor, move the plug to a 
different outlet so that the game and the affected 
receiver are on different circuits. 

Playing Notes: 

1 . You II see a number in each keyboard square. 
These are the numbers you'll use when you play 
with MASTER MERLIN. 

2. Some games have only 1 skill level, but most 
games have 2 or more. The sfctf/ fevefe represent 
the different levels of challenge at which you 
can play. Depending on the game, the skill levels 
can increase the speed of the game or the difficulty 



of it. Start at skill level 1 to become familiar with 
a game before trying other skill levels. 

3. You can see your score — and your opponent's — 
at any time during a game. Press the SCORE 
button. MASTER MERLIN will light the buttons for 
the number you've scored. 

a. If the number you scored is less than 10, 
you'll see a solid set of lights. EXAMPLE: Let's 
say your score is 9. MASTER MERLIN will light 
buttons #1 through #9 simultaneously. 

b. If the number you scored is greater than 10, 
you'll see 2 sets of lights: a blinking set for the 
first digit of your score, then a solid set for the 
second digit. EXAMPLE: Let's say your score is 
12. MASTER MERLIN will blink the #1 button for 
the "1 ," then light buttons #1 and #2 for the "2." 

4. When MASTER MERLIN blinks button #10, that's 
to let you know that MASTER MERLIN is on and 
ready for you to select a game.When you're finished 
playing, be sure to turn MASTER MERLIN off! 

THREE SHELLS (1 player) 

Object: Watch carefully as MASTER MERLIN 
shuffles 3 "shells" (lights)— one of them holds a 
"pea" (blinking light). When they stop moving, 
guess which one has the pea! 



Number of Skill Levels: 9 

Preparation: 

1 . Press NEW GAME, then #1 . 

2. Select a skill level from the 9 blinking lights 
(#1-#9). The higher the skill level number, the 
faster and longer the shells are shuffled. 

Playing: 

1 . Buttons #4, #5, and #6 are the "shells"; the 
blinking light is the shell that holds the pea. When 
you're ready to begin, press COMPUTER TURN 
and watch carefully. The blinking light will stop 
blinking and MASTER MERLIN will shuffle the 
lights around and around. 

2. When they stop moving, press the one you think 
holds the pea. 

a. If you're right, you'll hear the "win" sound and 
score a point! To play again, press COMPUTER 
TURN. To play at a different level, press SAME 
GAME and select a new level. 

b. If you're wrong, you'll hear the "lose" sound 
and see the correct light blink. MASTER 
MERLIN will show your score up to that point. 
To play again, press SAME GAME and select a 
skill level. 



Scoring: Your score is the number of correct 
guesses in a row made on one skill level. When 
you change skill levels or make an incorrect guess, 
your score returns to "0." 

MASTER MERLIN Challenge: How many correct 
guesses in a row can you make at the fastest 
skill level? 

HI/LO (1 player) 

Object: MASTER MERLIN is thinking of a number 
from to 99. Use the HI/LO clues to find the secret 
number. 

Number of Skill Levels: 1 

Preparation: Press NEW GAME, then #2. MASTER 
MERLIN will play notes while pointing an arrow up, 
then while pointing an arrow down. These are the 
HI/LO signals. Then you'll see blinking lights in but- 
tons #0-#9. MASTER MERLIN is ready for you to 
take your first guess. 

Playing: 

1 . Press the buttons for the number you're guessing, 
a. To guess a number less than 10, press blink- 
ing #0, then the solid light for the number you're 
guessing. EXAMPLE: To guess "8," press #0, 
then #8. 



b. To guess a number greater than 10, press a 
blinking light for the first digit, then a solid light 
for the second digit. EXAMPLE: To guess "56," 
press blinking #5, then solid #6. 

2. After you've made your guess, MASTER 
MERLIN will tell you— with the HI or LO arrow— 
whether your guess is higher or lower than the 
secret number. 

a. If your guess was "56" and MASTER 
MERLIN showed you the HI arrow, the secret 
number is higher than 56. 

b. If your guess was "56" and MASTER 
MERLIN showed you the LO arrow, the secret 
number is lower than 56. 

3. After you see the HI or LO arrow, MASTER 
MERLIN will blink only those numbers you can 
choose from for your next guess. 

a. If the secret number is higher than 56, this 
means the number is anywhere from 57 to 99. 
MASTER MERLIN will only blink buttons #5-#9. 

b. If the secret number is lower than 56, this 
means the number is anywhere from to 55. 
MASTER MERLIN will only blink buttons #0-#5. 

You must choose only from these lighted buttons. 
Press one of the blinking buttons for the first digit 



of your guess, then press one of the solid buttons 
for the second digit. 

NOTE: If you press a button that isn't lit or select 
a number you've previously chosen, MASTER 
MERLIN will show the HI or LO arrow, then make 
the "lose" sound. This counts as a guess. 

4. When you guess the secret number, you'll hear 
the "win" sound and see your score. To play again, 
press SAME GAME and start guessing! 

Scoring: Your score is the total number of guesses 
it took to find the secret number. 

MASTER MERLIN Challenge: Try to use the least 
amount of guesses to find the secret number. The 
lower your score, the better you are at guessing it! 

MATCH IT (1 player) 

Object: MASTER MERLIN has hidden some 
unique symbols. Can you match them? 

Number of Skill Levels: 2 

Preparation: Press NEW GAME, then #3. If you're 
unfamiliar with the symbols, press COMPUTER 
TURN before selecting a skill level. (If you're famil- 
iar with them, go on to "Playing.") Each time you 
press COMPUTER TURN, you'll see and hear the 
symbols in the following order: 



1. PROPELLER spinning 

2. STAR twinkling 

3. MUSIC CONDUCTOR 

conducting 

4. JUGGLER juggling 



5. EXPLOSION of lights 

6. CLOCK ticking, 

then sounding alarm 

7. BAT flying 

8. TROPHY shining 



Spend as much time as you need learning these 
symbols before playing. 

Playing: Select a skill level from the 2 blinking 
lights. Level 1 has 9 hidden symbols; you'll match 
4 pairs and have 1 left over. Level 2 has 18 hidden 
symbols; you'll match 8 pairs and have 2 left over. 

Level 1: 

1 . Press #1 . Buttons #1 -#9 will be lit. 

2. Press any lighted button, and you'll reveal a 
symbol. Now press another lighted button to try to 
match that symbol. Don't press buttons #0 

or #10 at any time during the game, or you'll 
switch to a 2-player game! 

a. If they match, you'll hear the "win" sound! 
The 2 lights will go out. Continue playing. 

b. If they don't match, press another lighted but- 
ton to try to match the last symbol you saw. 
EXAMPLE: Let's say #5 was the propeller. The 
second button, #7, was the bar— not a match. 
Now try to match the baf. 



3. The game ends when you match 4 pairs. When 
this happens, you'll hear the "win" sound and see 
your score. To play again, press SAME GAME and 
select a skill level. 

Level 2: 

1. Press #2. You'll see solid lights in buttons #1-#9. 
Now press COMPUTER TURN. You'll see blinking 
lights in buttons #1-#9. These 2 groups of lights— 
9 solid and 9 blinking— contain 18 symbols. You'll 
match 8 pairs and have 2 left over— making this 
level twice as hard as Level 1 . 

2. Make matching pairs in the solid lights or in the 
blinking lights, or by matching a symbol from the 
solid lights to the same symbol in the blinking lights. 
To see either the solid or blinking lights, press 
COMPUTER TURN. 

3. The game ends when you match 8 pairs. When 
this happens, you'll hear the "win" sound and see 
your score. To play again, press SAME GAME and 
select a skill level. 

Scoring: Your score is the total number of pairs you 
tried to match— whether the pairs are matches or 
not. EXAMPLE: Let's say you press #5 and #7, but 
they don't match. That's 1 guess. Your next choice, 
#3, doesn't match #7. That's another guess. Your 
fourth choice #2, matches #3. That's another 



guess. The total number of pairs you tried to match 
up to that point is 3. 

MASTER MERLIN Challenge: Make matching pairs 
using the least amount of tries. The lower your 
score, the better you are at matching the symbols! 

MATCH IT (2-player) 

Object: Match more pairs of symbols than your 
opponent can! 

Playing: 

1 . Press #0 after selecting a skill level. Select a 
player to begin the game; that player presses #0 
and will be player #0; the other player will be #10. 

2. Play the 2-player game just like the 1 -player 
game, but take your turn only when MASTER 
MERLIN tells you so by pointing an arrow towards 
your player number. 

Winning: The one who made the most matches 
wins. When the last pair is matched, MASTER 
MERLIN will point an arrow towards the winner's 
number, play a "win" tune while showing the sym- 
bol of a trophy, then display the winner's score. 
MASTER MERLIN will then point an arrow towards 
the loser's number, make the "lose" sound, and 
show the loser's score. To play again, press SAME 



GAME and follow the directions for a 2-player 
game. 

In case of a tie, no one wins. MASTER MERLIN 
will make the "win" sound to signal the end of the 
game and light the buttons for the score. To play 
again, press SAME GAME and follow the direc- 
tions for a 2-player game. 

Scoring: You score a point for every match you 
make. 

MASTER MERLIN CHALLENGE: How many games 
in a row can you beat your opponent at in Level 2? 

HIT OR MISS (1 player) 

Object: Use the least amount of "shots" to locate 
and destroy the hidden ships. 

Number of Skill Levels: 2 

Preparation: Press NEW GAME, then #4. 

Playing: 

1 . Press #1 or #2 to select a skill level from the 
2 blinking lights. Level 1 has 1 hidden ship; 
Level 2 has 3. 

2. MASTER MERLIN will display— one at a time— 
the 3 ships: (see illustration): 



o o o 

® O 




"T" ship 



o 

©or 
©00 



"/" ship 



"V" ship 



Level 1: 

1. Choose which ship you want MASTER MERLIN 
to hide. To do so, press COMPUTER TURN when 
you see that ship. The lights will go out — this 
means the ship is hidden anywhere and in any posi- 
tion! For example: 




could be like 



©0O 
OO 

O 



2. Try to locate the ship by shooting at it. To do so, 
press any unlighted button. 

a. If your shot hits part of a ship, you'll hear the 
"win" sound. The button you pressed will 
stay lit. 

b. If you miss, you'll hear the "lose" sound. 
Continue shooting. 



3. If you forget the shape of the ship you're trying 
to find, press COMPUTER TURN at any time in the 
game to see the ship. 

4. When you hit all the parts of the hidden ship, 
you'll see and hear it explode! When this happens, 
MASTER MERLIN will show your score. To play 
again, press SAME GAME and select a skill level. 

Level 2: 

1 . When you're ready to begin your search for all 3 
ships, press COMPUTER TURN at any time. The 
lights will go out— this means one of the 3 ships 
has been hidden anywhere and in any position! 

2. Try to locate and destroy each hidden ship as 
you did in Level 1 . However, if you hit part of a 
ship, the button you pressed will blink briefly, then 
go out. 

3. When you hit all the parts of a hidden ship, you'll 
see and hear it explode! MASTER MERLIN will 
then hide another ship. Continue playing until all 

3 ships have been destroyed. When this happens, 
MASTER MERLIN will show your score. To play 
again, press SAME GAME and select a skill level. 

Scoring: Your score is the total number of shots 
you took at the hidden ship(s), whether your shots 
hit, missed, or destroyed a ship. 



MASTER MERLIN Challenge: The lower your score, 
the better you are at destroying the hidden ships! 

HIT OR MISS (2-player) 

Object: Score the most points by winning more 
high numbers than MASTER MERLIN. 

Playing: 

1 . Select a player to begin the game. That player 
presses #0 after selecting a skill level and will be 
player #0; the other player will be #10. 

2. Play a 2-player game just like the 1 -player game, 
but take your turn only when MASTER MERLIN 
tells you so by pointing an arrow towards your 
player number. 

3. The ship(s) can be hidden anywhere and in any 
position, but they will be in different locations and 
positions for each player. 

Winning: The first one to destroy the other's hidden 
ship(s) wins. There's no score in a 2-player game. 
MASTER MERLIN will point an arrow towards the 
winner's number and play a "win" tune while 
showing the symbol of a trophy. Then MASTER 
MERLIN will point an arrow towards the loser's 
number and make the "lose" sound. To play again, 
press SAME GAME and follow the directions for a 
2-player game. 



MASTER MERLIN Challenge: How many games in 
a row can you beat your opponent at in Level 2? 

PAIR OFF (1 player) 

Object: Outguess MASTER MERLIN to try to score 
the most points by winning more pairs of numbers. 

Number of Skill Levels: 1 

Preparation: 

1. Press NEW GAME, then #5. Buttons #1-#10 
will be blinking— MASTER MERLIN can choose 
from these numbers. 

2. Press COMPUTER TURN. Buttons #1 -#10 will 
be lit— you can choose from these numbers. You 
and MASTER MERLIN each can choose from 
numbers from 1 to 10. 

Playing: 

1. When you pressed COMPUTER TURN, MAS- 
TER MERLIN secretly chose a number from the 
blinking lights. Now choose a number from the 
solid lights to try to beat the MASTER MERLIN 
number. To do so, press any of the lighted buttons. 

a. If your number is higher, you'll hear the "win" 
sound and see both numbers. You score points 
equal to the total value of both numbers. EXAM- 
PLE: Let's say MASTER MERLIN picked "6" 



10 



and you picked "8." Your score is 6 + 8, or 14. 

b. If your number is lower, you'll hear the "lose" 
sound and see both numbers. MASTER 
MERLIN scores points equal to the total value 
of both numbers. 

c. If your number is the same as the one MAS- 
TER MERLIN picked, you'll hear the "tie" sound 
and see a blinking light for the number you both 
chose. No one scores any points. 

NOTE: To see both your score and that of MAS- 
TER MERLIN, press SCORE. First you'll see an 
arrow point to #0 and show the score of MASTER 
MERLIN; then an arrow will point to #10 and show 
your score. 

2. You'll then see blinking lights for the numbers 
MASTER MERLIN has left to play. Press COM- 
PUTER TURN, and you'll see lights for the num- 
bers you have left to play. Continue playing. 

3. The game ends after you select your last num- 
ber and see the results of the last pair. 

Winning: When the game ends, MASTER MERLIN 
will point an arrow towards the winner's number 
(MASTER MERLIN is #0; you're #10), play a "win" 
tune while showing the symbol of a trophy, then 
display the winner's score. MASTER MERLIN will 



then point an arrow towards the loser's number, 
make the "lose" sound, and show the loser's 
score. To play again, press SAME GAME. 

Scoring: Your score is the total points from all the 
pairs of numbers you've won. 

MASTER MERLIN Challenge: The highest score 
you can get is 1 10 . . . how close can you come 
to it? 



PAIR OFF (2 player) 



Object: Score the most points by winning more 
numbers than your opponent. 

Preparation: Press NEW GAME, then #5, then #0. 
MASTER MERLIN will point an arrow towards #0, 
then blink buttons #1-#10. Select a player to begin 
the game. That player presses #0, will be player 
#0, and will use the blinking lights; the other player 
will be #10 and will use the solid lights. 

Playing: 

1 . Player #0 begins the game by selecting a num- 
ber from the blinking lights without letting player 
#10 see it. 

2. MASTER MERLIN will then point an arrow 
towards #10. Player #10 selects a number from the 
solid lights, then places MASTER MERLIN in front 



11 



of both players. To see the result, one of the play- 
ers presses COMPUTER TURN. 

a. You'll hear the "win" sound if one player has 
chosen a number that's higher than the other 
player's number. Watch closely as MASTER 
MERLIN displays both numbers. The blinking 
number is the one player #0 chose; the solid 
number is the one player #10 chose. Compare 
the numbers to see who won. The winner scores 
points equal to the total value of both numbers. 

b. You'll hear the "tie" sound if both you and 
your opponent selected the same number. You'll 
also see a blinking light to represent that num- 
ber. No one scores any points. 

3. Then you'll see blinking lights for the numbers 
player #0 has left to play. Player #0 secretly selects 
the next number, and play continues. 

Winning: When the game ends, MASTER MERLIN 
will point an arrow towards the winner's number, 
play a "win" tune while showing the symbol of a 
trophy, then display the winner's score. MASTER 
MERLIN will then point an arrow towards the los- 
er's number, make the "lose" sound, and show the 
loser's score. To play again, press SAME GAME. 

Scoring: Your score is the total points from all the 
pairs of numbers you've won. 



MASTER MERLIN Challenge: At how many games 
in a row can you beat your opponent? 

TEMPO (1 player) 

Object: First teach MASTER MERLIN a tune of up 
to 47 notes. Then use the SCORE button to control 
how long each note is played. 

Number of Skill Levels: 1 

Preparation: 

1. Press NEW GAME, then #6. MASTER MERLIN 
will play a musical introduction and light the but- 
tons for each note played. 

2. Each button performs a musical function. Spend 
as much time as you need to become familiar with 
each function: 

a. Button #0 is used to edit notes out of your 
tune. Press #0 after each note you'd like to take 
out. You'll hear a short "dit" sound— this means 
the note has been removed. 

b. Button #1 is low "sol." 

c. Buttons #2-#9 are the musical scale: do, re, 
mi, fa, sol, la, ti, and do. 

d. Button #10 is a rest. Each time you press it, 
MASTER MERLIN will pause one note. You'll 
hear a short "dit" sound when you press it. 



12 



Playing: 

1 . Press buttons #1-#9 to compose a tune of up to 
47 notes. Use the rest (#10) and edit (#0) buttons 
as needed. 

2. When you've finished composing your tune, 
press COMPUTER TURN. MASTER MERLIN will 
play it back to you! To play the same tune again, 
press COMPUTER TURN. 

3. Now add timing to your tune by pressing the 
SCORE button. Each time you press it, you'll hear 
one note of your tune — starting from the beginning. 
You'll hear each note for as long as you hold the 
button. Release it, then press it again— you'll hear 
another note. Continue pressing and holding this 
button to play each note of your tune for as long— 
or as short— as you'd like. 

4. To play a different tune, press SAME GAME and 
start composing! Here are some tunes to teach 
MASTER MERLIN. Press the buttons in the order 
in which they appear. 

"Sweet Betsie From Pike" 

2-4-4 4-6-5 4-3-2 2-2-10 2-2-4 

6-9-9 9-8-6 6-6-10 6-9-9 9-8-6 

4-5-6 7-6-10 2-4-4 4-6-5 4-3-2 

2-2 



"Irish Washerwoman" 

6-5-4 2-2-1 2-2-4 2-4-6 5-4-5 

3-3-1 3-3-5 3-5-7 6-5-4 2-2-1 

2-2-4 2-4-6 5-4-5 4-5-3 6-5-4 

2-2-2 

"Lullaby" 

4-4-6 10-10-10 4-4-6 10-10-10 4-6-9 

10-8-10 7-10-7 10-6-10 3-4-5 10-3-10 

3-4-5 10-10-10 3-5-8 7-6-10 8-10-9 

"Jingle Bells" 

4-4-4 10-4-4 4-10-4 6-2-3 4-10-10 

10-5-5 5-5-5 4-4-4 6-6-5 3-2 

"On Top of Old Smokey" 

2-2-4 6-9-10 10-7-10 10-10-10 7-5-6 

7-6-10 10-10-10 2-2-4 6-6-10 10-3-10 

10-10-10 4-5-4 3-2 

"It Came Upon a Midnight Clear" 

2-7-10 4-6-5 3-2-10 3-2-10 2-3-4 

5-5-6 7-6-10 10-10-10 2-7-10 4-6-5 

3-2-10 3-2-10 2-3-10 3-4-3 2-5 



13 



"Twinkle, Twinkle Little Star" 

2-2-6 6-7-7 6-10-5 5-4-4 3-3-2 

10-6-6 5-5-4 4-3-10 2-2-6 6-7-7 

6-10-5 5-4-4 3-3-2 

"Beethoven's Ninth" 

4-4-5 6-6-5 4-3-2 2-3-4 4-3-3 

10-4-4 5-6-6 5-4-3 2-2-3 4-3-2 

2-10-3 3-4-2 3-5-4 2-3-5 4-3-2 

3-1 



MUSICAL LADDER (1 player) 

Object: Move to the top of the musical scale by 
turning out each group of lights before MASTER 
MERLIN flashes another group. 

Number of Skill Levels: 9 

Preparation: 

1. Press NEW GAME, then #7. 

2. Select a skill level from the 9 blinking lights 
(#1-#9). The higher the skill level number, the less 
time you have to turn out the groups of lights that 
are flashed. 



Playing: 

1 . After a 2-second pause, MASTER MERLIN will 
play "do" and display a group of lights. 

2. Quickly press the lighted buttons— one at a 
time — to turn each light out. 

a. If you turn out all the lights to a group before 
you see another group, you move up one note 
on the musical scale (do, re, mi, fa, sol, la, ti, 
do). Then you'll see another group of lights. 
Continue playing. 

b. If you don't turn out all the lights to a group 
before you see another group, you move down 
one note on the musical scale. Then you'll see 
another group of lights. Continue playing. 
NOTE: Since you can't move below "do," you'll 
hear this note until you move up a note. 

Winning: When you move to the top of the musical 
scale, you'll hear the "win" sound. To play again, 
press SAME GAME and select a skill level. 

If MASTER MERLIN moves you back down to "do" 
at any time during the game, you'll hear the "lose" 
sound. To play again, press SAME GAME and 
select a skill level. 

MASTER MERLIN Challenge: How many games 
can you win at the fastest skill level? 



.14 



PATTERNS (1 player) 



Object: Look at a pattern of lights, then find the 
same pattern from among the others MASTER 
MERLIN shows you. 

Number of Skill Levels: 4 

Preparation: 

1. Press NEW GAME, then #8. 

2. Select a skill level from the 4 blinking lights 
(#1-#4). 

a. Level #1 will have a pattern of 2 or 3 solid 
lights that you look for in its original position. 

b. Level #2 will have a pattern of 4 or 5 solid 
lights that you look for in its original position. 

c. Level #3 will have a pattern of 4 or 5 solid 
lights that you may find in a rotated position. 

d. Level #4 will have a pattern of 5, 6, or 7 solid 
and/or blinking lights that you may find in a 
rotated position. 

Here's what the rotated positions might look like: 




rotated 90°. 




15 



Playing: 

1. Look at the pattern MASTER MERLIN displays. 

2. When you're ready to begin, press COMPUTER 
TURN. MASTER MERLIN will display— one at a 
time— similar patterns. 

3. Press COMPUTER TURN to stop MASTER 
MERLIN when you think you see the original 
pattern. 

a. If you're right, you'll hear the "win" sound and 
score a point. To play again, press COMPUTER 
TURN. To play at a different level, press SAME 
GAME and select a new level. 

b. If you're wrong, you'll hear the "lose" sound 
and see the correct pattern. MASTER MERLIN 
will show your score up to that point. To play 
again, press SAME GAME and select a skill 
level. 

c. If you don't select a pattern before MASTER 
MERLIN ends the display, you'll hear the "lose" 
sound and see the correct pattern. MASTER 
MERLIN will show your score up to that point. 
To play again, press SAME GAME and select a 
skill level. 



Scoring: Your score is the number of correct 
guesses in a row you made on one skill level. 
When you change skill levels or make an incorrect 
guess, your score returns to "0." 

MASTER MERLIN Challenge: How many correct 
guesses in a row can you make at skill level #4? 

PATTERNS (2-player) 

Object: Look at a pattern of lights, then find the 
same pattern from among the others MASTER 
MERLIN shows you — before your opponent does! 

Preparation: Select a player to begin the game. 
That player presses #0 after selecting a skill level 
and will be player #0; the other player will be player 
#10. 

Playing: 

1 . Look at the pattern MASTER MERLIN displays. 

2. When you're both ready to begin, press COM- 
PUTER TURN. MASTER MERLIN will display- 
one at a time — similar patterns. 

3. Player #0 presses button #0 when he or she 
thinks the original pattern is displayed. Player #10 
presses button #10 when he or she thinks the origi- 
nal pattern is displayed. Pressing either button will 
stop the display on the last pattern shown. 

16 



4. If you press your button before your opponent 
does, here's what happens: 

a. If you're right, you'll hear the "win" sound and 
see MASTER MERLIN point an arrow towards 
your player number. You'll also score a point. 

b. If you're wrong, you'll hear the "lose" sound 
and see MASTER MERLIN point an arrow 
towards your player number. You'll also lose a 
point, if you have any to lose. 

c. If no one selects a pattern before MASTER 
MERLIN ends the display of patterns, you'll hear 
the "lose" sound and see the correct pattern. 
No one wins or loses any points. 

5. To play again at the same level, press COM- 
PUTER TURN and look at the new pattern. When 
you're ready to begin, press COMPUTER TURN 
again. To play at a different level, press SAME 
GAME and select a new level. 

Winning: The first player to get 4 correct guesses 
on one skill level is the winner. When this happens, 
MASTER MERLIN will point an arrow towards 
the winner's number and play a "win" tune while 
showing the symbol of a trophy. MASTER MERLIN 
will then point an arrow to the loser's number and 



make the "lose" sound. To play again, press SAME 
GAME and follow the directions for a 2-player 
game. 

MASTER MERLIN Challenge: How many games 
can you beat your opponent at in skill level #4? 

HOT POTATO (2 or more players) 

Object: Don't guess the secret number — it's a "hot 
potato!" Play with a group, and try to get someone 
else to guess it! 

Number of Skill Levels: 1 

Preparation: 

1 . Press NEW GAME, then #9. You'll see and hear 
an explosion of lights— this is what happens when 
someone guesses the "hot potato" number! 

2. Then you'll see 10 blinking lights (#0-#9). MAS- 
TER MERLIN is ready for you to take your first 
guess. The "hot potato" number will be anywhere 
from to 99! 

Playing: 

1 . Press the buttons for the number you're 

guessing. 

a. To guess "5," press blinking #0, then solid #5. 



17 



b. To guess "25," first press blinking #2, then 
solid #5. 

2. After you've made your guess, MASTER 
MERLIN will tell you— with the HI or LO arrow— 
whether your guess is higher or lower than the 
"hot potato" number. 

a. If your guess was "25" and MASTER 
MERLIN showed you the HI arrow, the secret 
number is higher than 25. 

b. If your guess was "25" and MASTER 
MERLIN showed you the LO arrow, the secret 
number is lower than 25. 

3. After you see the HI or LO arrow, MASTER 
MERLIN will blink only those numbers you can 
choose from for your next guess. For example: 

a. If the secret number is higher than 25, this 
means the number is anywhere from 26 to 99. 
MASTER MERLIN will blink buttons #2-#9. 

b. If the secret number is lower than 25, this 
means the number is anywhere from to 24. 
MASTER MERLIN will blink buttons #0-#2. 

You must choose only from the lighted buttons! 
Press one of the blinking lights for the first digit of 
your guess, then press one of the solid lights for 
the second digit. 



NOTE: You can't choose a button that isn't lit or 
select a number that's already been selected. If you 
do, MASTER MERLIN will show the HI or LO 
arrow, then make the "lose" sound. You have to 
take another guess by choosing from the lighted 
buttons. 

4. When someone guesses the "hot potato" num- 
ber, you'll see and hear the explosion of lights! To 
play again, press SAME GAME and start guessing! 

Winning: Anyone who didn't guess the "hot potato" 
number is a winner! 

MASTER MERLIN Challenge: How many games 
can you play without guessing the "hot potato" 
number? 



18 



19 



180-DAY LIMITED WARRANTY 

PARKER BROTHERS warrants, subject to the conditions 
below, that if the components of this product prove defective 
because of improper workmanship or material during the 
period of 180 days from the date of original purchase, 
PARKER BROTHERS will repair the product or replace it with 
a new or repaired unit, without charge, or will refund the pur- 
chase price. 

CONDITIONS: 

1 . Proof of Purchase: The retail sales receipt or other proof of 
purchase must be provided. 



2. Proper Delivery: The product must be shipped, prepaid, 
or delivered to PARKER BROTHERS (address: 190 
Bridge Street, Salem, MA 01970, Attention: Quality Con- 
trol Dept.) for servicing, either in the original package or in 
a similar package providing an equal degree of protection. 



3. Unauthorized Repair, Abuse, etc.: The product must not 
have been previously altered, repaired or serviced by anyone 
other than PARKER BROTHERS; the product must not have 
been subjected to an accident, misuse or abuse. 

www.handheldmuseum.com 



EXCEPT TO THE EXTENT PROHIBITED BY APPLICABLE 
LAW, ALL IMPLIED WARRANTIES MADE BY PARKER 
BROTHERS IN CONNECTION WITH THE PRODUCT, 
INCLUDING THE WARRANTY OF MERCHANTABILITY, ARE 
LIMITED IN DURATION TO A PERIOD OF 180 DAYS FROM 
THE DATE OF ORIGINAL PURCHASE; AND NO WARRAN- 
TIES, WHETHER EXPRESSED OR IMPLIED, INCLUDING 
THE WARRANTY OF MERCHANTABILITY, SHALL APPLY 
TO THIS PRODUCT AFTER SAID PERIOD. SHOULD THIS 
PRODUCT PROVE DEFECTIVE IN WORKMANSHIP AND 
MATERIAL, THE CONSUMER'S SOLE REMEDY SHALL BE 
SUCH REPAIR, REPLACEMENT OR REFUND AS IS 
HEREINABOVE EXPRESSLY PROVIDED: AND UNDER NO 
CIRCUMSTANCES SHALL PARKER BROTHERS BE LIA- 
BLE FOR ANY LOSS OR DAMAGE, DIRECT OR CONSE- 
QUENTIAL, ARISING OUT OF THE USE OF, OR INABILITY 
TO USE, THIS PRODUCT. 

SOME STATES DO NOT ALLOW LIMITATIONS ON HOW 
LONG AN IMPLIED WARRANTY LASTS, OR THE EXCLU- 
SIONS OR LIMITATIONS OF INCIDENTAL OR CONSE- 
QUENTIAL DAMAGES, SO THE ABOVE LIMITATIONS OR 
EXCLUSION MAY NOT APPLY TO YOU. THIS WARRANTY 
GIVES YOU SPECIFIC LEGAL RIGHTS AND YOU MAY 
ALSO HAVE OTHER RIGHTS WHICH VARY FROM STATE 
TO STATE. 



20 



*•;*- 



I^MRKER 
BROTHERS 



We will be happy to answer questions about MASTER 
MERLIN. Contact the Consumer Response Department in the 
location nearest you: 

In the U.S.A.: Parker Brothers, P.O. Box 1012, Beverly, MA 01915 

In Australia and New Zealand: Parker Games, 104 Bourke 
Road, Alexandria, N.S.W. 2015 

In the United Kingdom: Parker Games, Coalville. Leicester Lr° " r "